Publications

(2022). Time spent playing two online shooters has no measurable effect on aggressive affect. Collabra: Psychology.

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(2022). A global experiment on motivating social distancing during the COVID-19 pandemic. Proceedings of the National Academy of Sciences.

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(2022). No effect of different types of media on well-being. Scientific Reports.

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(2021). Time spent playing video games is unlikely to impact well-being.

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(2021). How should we investigate variation in the relation between social media and well-being?.

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(2021). A multi-country test of brief reappraisal interventions on emotions during the COVID-19 pandemic. Nature Human Behaviour.

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(2021). Video game play is positively correlated with well-being. Royal Society Open Science.

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(2020). Using consumption and reward simulations to increase the appeal of plant-based foods. Appetite.

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(2020). Beyond inhibitory control training: Inactions and actions influence smartphone app use through changes in explicit liking.. Journal of Experimental Psychology: General.

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(2020). The relationship between online vigilance and affective well-being in everyday life: Combining smartphone logging with experience sampling. Media Psychology.

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(2020). Exploring the consistency and value of humour style profiles. Comprehensive Results in Social Psychology.

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(2020). The impact of digital technology use on adolescent well-being. Dialogues in Clinical Neuroscience.

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(2020). An agenda for open science in communication. Journal of Communication.

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(2018). Mind-wandering and mindfulness as mediators of the relationship between online vigilance and well-being. Cyberpsychology, Behavior, and Social Networking.

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(2018). Hard to resist? The effect of smartphone visibility and notifications on response inhibition. Journal of Media Psychology.

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